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Major Update 0.2.0.0 Released!

Major Update 0.2.0.0 has been released! As mentioned before, it is no longer compatible with previous saves, so if you would like to keep playing your old saves, you will need to join the legacy branch.

To join the legacy branch:
  1. Open Steam Library
  2. Right click MegaFactory Titan
  3. Select Properties
  4. Go to tab 'Betas' at the top.
  5. Select 'legacy' in the drop-down.


Anyways, on to the new features!

New Terrain Generation System

Terrain in general is more evenly distributed, and will no longer start you in areas where you're stuck in a bad configuration, such as starting with too many lakes and not enough mountains. Many advanced resources have now been moved underground, which leaves more space for greater amounts of early-game resources aboveground.
There are also five new terrain types: Abandoned Mines, Canyons, Glaciers, Badlands, and Lineae.

Much More Expansive Ruins

There are far more types of ruins as you explore the surface. Remannts of prior expeditions, derelict factories, dead colonies, and more! There are many more types of bonuses you can gather in the ruins. For example, some ruins will auto-locate a vein of rare resources at a nearby location. Others might locate a small cache of weaponry, fuel, or valuable artifacts you can sell to the Low Orbit Mercantile Guild. Some grant access codes to nearby derelict structures, etc. Only exploration units can gather ruin bonuses now, but alternatively, Builder Breakers can now be used to destroy ruins to gather their raw resources instead.

Wildland Marauders

There is a new enemy faction, the Wildland Marauders, who lay claim to all of Titan. Their strength increases the further out from the starting location you explore. To gather resources further and further out, you will need stronger and stronger combat units to defeat them. Near where you landed (in a very large area), they won't disturb you, so you will generally only encounter them late game. Marauders also lay ambushes inside ruins sometimes.
Marauders do not appear in Sandbox mode.

Player Faction Special Abilities

All factions have been heavily reworked, and each has at least one unique major ability now:
- Dawn Seekers can, once per mission, reroll the possible rewards choices for a mission. This gives you much greater control over the rewards, allowing much more careful planning of your factory.
- Mining Emirates can have their excavators illegally mine lands they don't own. However, this will mark that vehicle as a target for other factions. The Feds aren't happy about illegal mining.
- Novametrics has special mode which allows Research Labs to research twice with a single recipe, saving half the resources and half the time, but there is a regular chance of exploding.
- Red Citadel can now designate any of their military vehicles to go rogue. This allows these vehicles to attack allied and neutral factions, but will cause those factions to fight back against your rogue vehicles. If you've ever been annoyed at your so-called allies blocking you, now you have a way to pay them back. Also, their combat units can act as explorers and investigate ruins.
- Saturn's Chosen can manufacture counterfeit artifacts to sell off world. You don't have to search ruins for valuable artifacts, you can make them yourself.
- Terrene Legacy can force any market faction that sells goods to immediately restock their inventory with new items, for a price. If you've cleaned them out during a sale, you can force them to restock and do it all over again.
- The Orbital Exchange can purchase any vehicles they encounter from any faction, allied, neutral, or enemy. So, for example, if the pirates steal from you, you can instantly buy back the vehicle that stole from you, and get all your resources back too.

Vehicle Augmentations

There are new goods, vehicle augmentations, which can be installed on most vehicles for a bonus, such as increased speed, vision, reduced maintenance costs, larger inventories, etc. These augmentations can rarely be found inside ruins, or bought from the Conflux market. Late game, you can manufacture them en masse.

Storage Improvements

There are now Stackable Storehouses. All stackable storages are much earlier in the tech tree. You can replace a storage with a stackable version, as long as those storages are the same size, and the new storage type has a greater (or equal) capacity.
There are late game technologies which increase the maximum number of stack layers for your stackable storages.
The storage buffer structures are much better, and competitive with Storehouses now. The early-game caching buffer now allows producers to store 5x the recipes. The late-game buffer stores 20x the recipes. A single late-game buffer can easily exceed Storehouse capacity, depending on the recipe.

Vehicle Logistics Improvements

Cargo units now stay aware of what all other cargo units are doing, so they plan and distribute tasks more evenly.
Cargo units and Maglev Tubes now communicate with each other, and distribute tasks between each other, if they have overlapping destinations.
Overflow destinations now interop with vehicle dropoff automation, so you can designate a structure as a place for cargo vehicles to dropoff their leftover resources in case they accidentally grabbed more than they should.
New automation mode for cargo units to gather from caches, wrecks, and foreign trading posts and deliver to your storages.
New automation mode for warehouses - 'Mining Dropoff and Cargo Pickup' so you can have a single warehouse for both excavators and cargo vehicles.
You can do auto-delivery for Building Breakers and demolitioner units, which can also auto-deliver trophies to trading posts.
You can enable or disable cargo auto-deliveries to upgrader structures (much like turrets).

Maglev Logistics Improvements

All Maglevs have double the acceleration.
Sorting Houses can now be added into loops, and multiple in series are now allowed. Destinations of resources can be tracked through Sorting Houses now too. They now have parity with Maglev Junctions, while still allowing enhancement with Maglev Catapults.
Maglev Catapults have been reworked. Rather than consume capacitors, they hold a static bank of capacitors, each of which can be charged. When launching a good, the capacitor exhausts, and needs recharging. If you overwhelm your catapult with too many launches too fast, the whole catapult will need recharging.

Tech Tree and Recipe Changes

A few technologies have been removed, and a number of technologies have been added. The early game tech tree is simpler and eases new players into the game much better. Almost every technology has been tweaked somewhat.

Quality of Life

'Produce Only One' option has been replaced by a 'Produce a Set Amount' slider. Prefabricators, hangars, and the like default to produce only one now.
Placing buildings now shows nearby invalid placement locations, useful for seeing which parts of a coastline are valid or invalid.
Placing or selecting upgrader structures now highlights what they can or are upgrading nearby.
Producers' default name includes what they are currently producing (e.g. "Factory (Wire)").
Added more animation to the UI.

And plenty more minor changes, gameplay tweaks, UI changes, bug fixes, and crash fixes.




Full Changelist
0.2.0.0 (7/13/2022)
Terrain Generation
- The terrain near where you start will generally have greater and more balanced abundances of resources. Bad starting configurations, such as starting with tons of lakes and nothing else, are far less likely to happen.
- More terrain types: glaciers, canyons, lineae, abandoned mines, badlands.
- Many more different types of ruins: remnants of prior expeditions, factories, colonies, among other surprises.
- Resource distributions and patterns have been heavily altered. More of the advanced resources, Lithium, Thorium, Neodymium, Fluorine, moved underground. Other resources aboveground are more abundant as a result, and easier to search through. Important underground resources, like platinum, are much more abundant.
- Subsurface liquid distribution much more even.
- Smoothed sharpness between terrain types.
- Ruins are much more abundant, and no longer as uniformly located.
- Ruin rewards vary now based on the type of terrain you find them in, as well as the type of ruins they are.
Gameplay
- New Marauder faction which claims all of Titan as their own. The further you explore from your starting position, the more marauders you'll find, the deadlier they become. You'll need better and better weaponry to manage defense further and further out you try to gather resources.
- Maruader faction sometimes lays ambushes inside ruins. Ambushes get more frequent the further out you explore.
- Vehicle Augmentations. These goods can be slotted into vehicles to enhance their abilities. They can be rarely found in ruins, or bought sometimes from the Conflux Market. Late game, they can be manufactured en masse.
- Early game caching buffer store 5x recipes. Early game endpoint caching buffer stores 3x recipes. Late game caching buffer stores 20x recipes.
- All recipes sped up. Many recipes altered.
- Combat has been tweaked.
- Early game tech tree reworked. Many early game recipes heavily altered.
- New early game building to sell to settlers, the water reservoir.
- Sorting Houses can now be added in series and loops. Destinations of goods can be tracked through sorting houses.
- Floodfill tubes are no longer compatible with sorting houses.
- Stackable Storehouses. Better than normal storehouses, stackable too, and early in the tech tree.
- Warehouses have lower capacity, but Stackable Warehouses are earlier in the tech tree.
- You can replace storages with their stackable version as long as their size is the same.
- There are late game technologies which increase the maximum number of stack layers for your stackable storages.
- Sorting Houses are earlier in the tech tree.
- Maglev catapults operate differently now. Rather than consume capacitors, they store a capacitor bank, and one capacitor exhausts upon launching one good. These capacitors need power to charge up, and can be exhausted if there are too many goods to launch too quickly.
- All maglevs have much faster acceleration in general.
- Rovers are faster, allows for faster exploration early game.
- Many techs removed. Tech tree tweaked and moved around some.
- Ruins can grant you a map of a nearby deposit of resources now.
- Ruins grant partial techs now instead of full techs. Ruins bonuses tweaked, varied.
- Ruins can grant small caches of weaponry, large dumps of powerplant fuel, or sometimes even expensive goods you can sell to the Low Orbit Mercantile Exchange.
- Ruins can grant access codes to nearby derelict structures.
- All ruins can now be optionally demolished with Building Breakers to recover additional resources.
- Only rovers and other exploration units can gather ruins now.
- Mining underneath ruins will destroy them.
- More structures leave behind wreckage.
- Many tweaks to combat, hit points, etc.
- Radar range nerfed.
- All factions have greater variation in starting conditions, and some have new abilities (e.g. Red Citadel gets bonus augmentation slots on all vehicles).
Player Factions
All factions have been rebalanced and their minor abilities reworked. All factions have a greater number of starting structures, leading to very different starting configurations between factions.
- All factions now have a major ability that's fully unique:
- Dawn Seekers can, once per mission, reroll the possible rewards choices for a mission. This gives you much greater control over the rewards, allowing you to customize your factory how you see fit.
- Mining Emirates can have their mining vehicles illegally mine lands they don't own. However, this will mark that vehicle as a target for other factions. The Feds aren't happy about illegal mining.
- Novametrics has special mode which allows Research Labs to research twice with a single recipe, saving half the resources and half the time, but there is a regular chance of exploding.
- Saturn's Chosen can manufacture counterfeit artifacts to sell off world. You don't have to search ruins for valuable artifacts, you can make them yourself.
- Red Citadel can now designate any of their military vehicles to go rogue. This allows these vehicles to attack allied and neutral factions, but will cause those factions to fight back against your rogue units. If you've ever been annoyed at your so-called allies blocking you, now you have a way to pay them back. Additionally, Red Citadel's combat units can double as exploration units and investigate ruins.
- Terrene Legacy can force any market factions that sell goods to immediately restock their inventory with new items, for a price. If you've cleaned them out during a sale, you can force them to restock and do it all over again.
- The Orbital Exchange can purchase any vehicles they encounter from any faction, even enemies. You'll even get your resources back if you buy the pirate vehicles that have just stolen from you!
AI
- Can toggle auto-delivery on or off for Building Breaker units. They will auto-deliver trophies to trading posts now if auto-delivery is on.
- New automate mode for warehouses - Mining Dropoff + Cargo Pickup combined, so a single warehouse can auto-gather mining resources and auto-give to cargo units.
- Upgrader structures have an option to allow disabling auto-deliveries to them (similar to turrets). Still defaults to allowing auto-deliveries though.
- Cargo units now are aware of what the smart maglevs are doing and vice versa. Mixing cargo units and maglevs no longer causes double-deliveries.
- New automation mode cargo units to gather from caches and wrecks around the world as well as foreign trading posts and deliver to your storages. Combat units will automatically resupply from caches and trading posts.
- Other factions more effectively use mining, demolitioner, cargo, and combat vehicles.
UI
- The action menu has been rearranged. Upgrader structures have been moved out of 'Science' and into categories where they make more sense. Science category has been replaced with Consumers category, which now includes prefabricators, garages, hangars, and the like.
- Overflow destinations now interop with vehicle dropoff automation, so you can designate a structure as a place for cargo vehicles to dropoff their leftover resources in case they accidentally grabbed more than they should.
- 'Produce Only One' option replaced with a more flexible 'Set Production Count' option.
- Endpoints (Prefabricator, Garage, etc.) default to Produce only 1, other intermediate producers (Smelters, Factories, etc.) default to Produce Infinite.
- Placing buildings shows nearby invalid placement locations.
- Completing research notification is much more obvious, and has a custom sound.
- Producers' default name includes what they are currently producing.
- Gathering ruins has a more obvious notification.
- Stats record how many ruins you've investigated.
- Exploration cover edges smoothed.
- Wreckage shows what resources are salvageable from it.
- Ruins UI shows how you can interact with them.
- Demolitioner units and Walls grouped into World section rather than Warfare.
- If you have an explorer unit selected, hovering over ruins highlight them green to indicate it can be investigated.
- If you are placing an upgrader, it will highlight any adjacent structures it can upgrade. If you are placing anything else, it will highlight adjacent upgraders that can upgrade it.
- Infolinks indicates compatibility of different maglev types.
- More infolinks categories, better divides info.
- Producer and Research Lab UI much clearer, and you can open infolinks to look at possible options.
- Tech Tree shows hidden technologies as subsets of existing tech prerequisites.
- More UI animations added.
- More UI icons.
- Tons of UI tweaks.
Graphics
- Buildings, and wreckage especially, now have wear and tear and dust on their bases.
- Many more models for wreckage structures.
- Destroyed wind turbines still spin slowly and unevenly in the wind.
- Many models tweaked.
Other
- More ui and in-game sound fx. Existing audio volume tweaked.
- Particle fx tweaks.
- Renamed some units.
- Can sort save games by user's faction.
- Bug fix - Fixed certain data, including turret targets, not saving out, or not loading in.
- Bug fix - Fixed some ruins not being picked up randomly.
- Bug fix - Fixed holes in terrain sometimes appearing.
- Bug fix - Fixed automated vehicles refusing to cooperate in certain cases.
- Bug fix - Vehicle automation states are now correctly listed in vehicle tracker.
- Bug fix - Fixed random messages getting cleared in rare cases.
- Bug fix - Cargo units and maglevs will no longer deliver resources to a mission before you have chosen a reward (or dismissed the reward message) for that mission.
- Bug fix - You can't embark on trade mission before selecting a reward (or dismissing the reward message) now.
- Bug fix - Fixed multiple units all crowding the same delivery. They now distribute deliveries more evenly, and avoid double-delivering.
- Bug fix - Auto-delivery vehicles no longer get stuck trying to get to spots they can't reach.
- Bug fix - Fixed autosave getting disabled sometimes.
- Crash fix - Fixed making certain kinds of tube loops that would cause crashes.
- Crash fix - Fixed very rare random crash-on-save with no obvious reason.
- Memory - Reduced texture memory usage.
WARNING - Games saved with older versions are no longer be compatible with this version.

Upcoming Major Update (0.2.0.0) - New Legacy Branch Added

The next Major Update (0.2.0.0) is nearing completion! The changes are so expansive that it will no longer be compatible with older save files unfortunately.

Once the update is released, if you have an older save file you want to keep playing, you will need to join the new Legacy Branch. This will keep your game on the older version (0.1.8.x).

Here is how you join the legacy branch:
  1. Open Steam Library
  2. Right click MegaFactory Titan
  3. Select Properties
  4. Go to tab 'Betas' at the top.
  5. Select 'legacy' in the drop-down.

The default branch will update to the new version when it launches.

Update 0.2.0.0 is still at least one week away from release, possibly longer.


What's in the new version? A sneak peek:
  • Terrain generation is redesigned to prevent you from starting in a bad area with little resources. You will now always be able to find needed early game resources close by. No need to explore for hours to find what you want.
  • Four New Terrain Types
  • Ruins litter Titan's surface now - dead colonies, abandoned factories, remnants of prior expeditions, and much more. There are more ways to interact with these ruins now, and more bonuses you can find in them.
  • There's a new enemy faction, the Wildland Marauders, that claims all of Titan as their own.
  • All Player Factions have been heavily reworked.
  • Also, each Player Faction now has powerful and completely unique ability.
  • Vehicles Augmentations can now be installed on your vehicles to customize and enhance them.
  • Logistics Improvements - Sorting Houses, Storage Buffers, and Maglev Catapults have all been improved. Maglev Tubes and Cargo Vehicles now interop with each other much more smoothly.
  • Tech Tree and Recipe Changes - Many new techs have been added, a few old techs have been removed, and most existing recipes have been tweaked. Early game recipes have been simplified to help new players ease in.
  • Many Quality of Life changes.

Hotfix 0.1.8.3

0.1.8.3
- All recipes are somewhat faster to produce.
- Camera panning speed editable in options.
- Land is free in sandbox mode. Land price can be adjusted for custom difficulties.
- Game is brighter at night.
- Save games are automatically grouped together based on which save game they are.
- Autosaves and quicksaves are now separated per saved game.
- Upgrader structures throw a warning if there is nothing adjacent to be upgraded.
- Upgrader structures no longer request resources if they are turned off.
- Smoother vehicle pitching up and down.
- Removed 'open trading post' button from major project dialogue (redundant).
- Pollution/sunlight view modes combined.
- UI tweaks.
- Bug fix - Caching buffers no longer accept tubes.
- Bug fix - Caching buffers UI shows what they accept.
- Bug fix - AI units on your land with no orders will move off your land.
- Bug fix - Canceling taking trash now stops trash from appearing in that trading post.
- Bug fix - AI trading post no longer fills up completely with trash, preventing player from delivering cargo to it.
- Bug fix - Legacy saves with bug where AI had multiple trading posts now are removed on load.
- Bug fix - If you disable a recipe, a producer will no longer use the resources for that recipe, even if it has enough resources to do so.
- Bug fix - Fixed recipes never getting used because an earlier recipe has enough resources.
- Bug fix - Producer UI will show you exactly which recipe is being worked on.
- Bug fix - Overwriting save games shows a confirmation popup now.
- Bug fix - Substation power usage UI broken out into individual structures that they are powering.
- Bug fix - Tubes don't attempt to auto-join with structures if they are joining an intersection.

Update 0.1.8.0 - Maglevs Overhaul, Auto-Explore, Rebuilder Drones, and more!

Update 0.1.8.0 is here! Several new features and quality of life changes are included.

Note - This will alter older save files, and you may initially encounter traffic jams on tubes using the old Maglev system. See the Floodfill Tubes section for more info.

[h3]Maglevs Overhaul[/h3]
The maglev system has been overhauled. Endpoints now flag/reserve the goods in tubes which they want, which allows smarter looping, more efficient combining of complex requests, and adds shortest-path routing for goods. When you have a producer/warehouse/etc selected, all goods they have flagged are highlighted by glowing green. Incoming cargo units for the current selection also glow green. Whenever a jam occurs or a good has nothing flagging it for use, the goods in question glow red, easily visible to the user. It will also throw a notification when this happens. Selected tubes now have UI which allows you to carefully delete or stash goods within that tube, as well as see where each good is going, as well as which goods are in error.

[h3]Floodfill Tubes[/h3]
The floodfill option no longer is compatible with the overhauled maglev system. To retain this ability, there is a new tube type, the Floodfill Tube, however, it does not participate in the new flagging system, and it can't be linked with normal maglevs.
Saves: The removal of the floodfill option may affect old save files. Old saves may open with hundreds of goods marked red in error as a result. This can easily be fixed by upgrading these old tubes into Floodfill Tubes.

[h3]Auto-Explore[/h3]
There's a new early game technology which gives explorer units an auto-explore mode. This mode, when enabled, makes the explorer unit explore a large region around any destination you give it.

[h3]Rebuilder Drone[/h3]
There's a new air unit, the Rebuilder Drone, built at the hangar, which automatically searches for wreckage and rebuilds it into whatever they used to be. Structures which now leave behind wreckage now include all tube types, all powerline types, and wind turbines. This drone is very useful to automatically counteract scavengers constantly breaking apart your factory.

[h3]Radar and Enemy Detection[/h3]
There is a new early game structure, the Radar, designed to detect enemies. Any enemies within the Radar's vast range will show up in the zoomed-out view, and the radar will also send you a notification when an enemy first enters its range. The radar can also locate enemies even in unexplored regions.

[h3]Scout Dirigible[/h3]
There is a new air unit, the Scout Dirigible, with two purposes. One, it has a huge visual range, so it can explore vast swaths of land late-game when you need to locate that one resource you're having trouble finding. Two, it also detects enemies and places them on the zoomed-out view, so it can function as a mobile radar platform. It can patrol like a combat unit for this purpose.

[h3]UI Scaling and Other UI Changes[/h3]
You can now scale the UI up (for 4K+ monitors) or down (for very old, very small monitors).
You can now set the seed of a new game (if you use Custom Difficulty), and you can find your old seeds in the Save/Load menu.
Friendly and Neutral units show up in the zoomed-out view by default.
You can now return units in the Vehicle Tracker.
You can now now turn structures on/off or set high/low priority power in the Structure Tracker.
Mining units glow green when you select a mining dropoff location, allowing you to see how far away your mining units are from their dropoff.
You can set filters of things you haven't researched now.

[h3]And Much More[/h3]
Many more smaller tweaks, bug fixes, performance improvements, and the like.




[h3]Full Patch Notes[/h3]
Gameplay
- Goods in tubes are now reserved by their final destination. Allows for much smarter routing of goods in tubes, and proper counting of resources amongs many-to-many sources to sinks. Goods now do shortest path routing and proper looping as well. Warehouses can also now pass-through unfitting goods onto storages further on.
- Floodfill Tube - The floodfill option on producers and research labs has been removed. Instead, there is a separate Floodfill tube instead (which is always researched and rentable). This now allow floodfilling across all possible structures, such as warehouses, upgraders, powerplants, etc. It can't be mixed with normal tubes via junctions.
- Rebuilder Drone - New unit which automatically detects if your factory has any destroyed structures (from storms, warfare, or scavengers), and will go ahead and replace everything destroyed. Only functions if you have enough of that structure stored to place (or can rent it).
- Auto-explore Region Mode - There is a new early game technology that, once researched, gives your exploration units a new mode which allows them to explore a large region around where ever you order them to go.
- Radar - New early game structure which sweeps a large area searching for enemies. Will send you a notification whenever it detects any new enemy, and will mark the enemy on your map as long as it's within your explored area. Can detect enemies in unexplored territory too.
- Scout Dirigible - New air unit designed for extremely fast mid-to-late game exploration aboveground. It also has short range radar too for marking enemies. Can also patrol like combat units do.
- Red Citadel faction starts with ability to immediately buy radar.
- Powerlines and wind turbines also leave behind rubble which can now be rebuilt, similar to tubes.
- Increased surveyor rover underground survey range.
- Consolidated difficulty options 'No Enemies' and 'Non-combat is Indestructible.' If you turn off enemies, your non-combat structures will automatically be indestructible as well.
- Ruins now get less frequent the further out you explore, and after a certain point, stop appearing altogether.
- Sorting Houses no longer store anything. They are pass-through structures only now, so they can't get filled with goods.
UI
- UI upscaling and downscaling for very large or very small screens.
- Friendly units show up on the zoomed out view. Enemy units, once detected with Radar, will show up marked for a short period of time too, or as long as they are detected by that radar.
- Goods inside tubes which no longer have a valid destination or are in error now glow red.
- If you have a structure selected, all goods inside tubes that are destined to go to that structure glow green. All cargo or mining vehicles going to drop off at that structure will also glow green.
- Tubes UI now shows a list of all goods within them. You can manually stash or delete goods in this ui, and you can purge the whole tube of goods too.
- Can zoom to specific goods in tubes by selecting that good in the tube UI.
- If you move a group of units to a vehicle requesting trading post, rather than keep formation, they will all go that trading post directly.
- You can now return vehicles quickly in the Vehicle Tracker screen.
- You can now turn structures on/off and set high priority power from the Structure Tracker screen.
- Notifications linked to a unit will zoom to the unit instead of the unit's last known position.
- You can set the seed for new games in the Custom Difficulty UI.
- Game random seed exposed in the Save/Load screen. Can be seen by making it visible via the upper left visibility button.
- Can shift-click to add waypoints on ruins now too.
- When selecting filters, there is an option to show all types, even ones you haven't researched.
- Most modal dialogs can now be dismissed/confirmed with escape/enter.
- Tubes send you a notification when they get blocked, and suggests possible solutions. Does not occur with Floodfill Tubes, since those are generally always going to always get blocked.
- Many small UI tweaks. Some icons reworked.
Other
- Removed floodfill part of tutorial (since that option is gone now).
- 'Airship' renamed to 'Cargo Airship.'
- Bug fix - Corrected model rotations jumping around in certain cases.
- Bug fix - Rebuild not showing build animation fixed.
- Bug fix - Corrected recipe discrepency between infolinks and producer ui.
- Bug fix - Message spam in the messages log fixed.
- Bug fix - Fixed double-destruction and subsequent double-placement of wreckage. Fixes 'ghost' wreckage.
- Bug fix - Fixed 'Return All' returning more structures than you have rented.
- Bug fix - Hover highlight graphical glitches fixed.
- Bug fix - Fixed escape button not always clearing out the current mode.
- Bug fix - Pathfinding glitch when placing land reclamation over a river fixed.
- Bug fix - Wreckage structures sometimes disappearing until you build something else fixed.
- Bug fix - Splitting or joining Maglev Tubes retains filters across new maglevs. Corrects filters if maglevs are destroyed or altered in any way.
- Bug fix - Turning maglevs off now removes them from consideration as a path for goods.
- Bug fix - Corrected stuttering and temporary stopping of goods at junctions.
- Bug fix - Settlers and Feds no longer building on player land (and old saves will retroactively remove these buildings).
- Bug fix - Sorting Houses no longer miscounting goods needed.
- Bug fix - Can no longer get free money from selling slag. It costs money to sell slag.
- Performance - Loading times improved.
- Performance - Many-to-many tube networks much more performant.
- Performance - Optimized factories with significant numbers of active vehicles.
- Performance - Optimized rendering of very large factories.
- Performance - Optimized rendering of thousands of goods visible on screen.
Note - Old saves which were using the old Floodfill option automatically will replace their maglevs with Floodfill maglevs. This may not work 100%, depending on the complexity of the save file, so additional fixing up of maglevs may need to be done by the player. Maglevs Tubes can be quickly swapped to Floodfill Tubes with the Group Upgrade tool. Replaced maglevs are added to storage.

Hotfix 0.1.7.1

0.1.7.1 (4/23/2022)
- Tubes, when destroyed, leave behind contiguous rubble, and each section can be rebuilt with a single button click, as long as you can afford it or have enough stored tubes.
- Tube wreckage can be bulk rebuilt using the Upgrade Tube feature.
- Infolinks overhauled to be list-friendly, heavier on text, and no longer requires mousing over tooltips. Infolinks home page split into easy to browse categories. More info about each faction in infolinks, including all possible ways you can interact with them.
- Automated trucks auto-collect trophies if they have a location to drop trophies off at.
- Recipe tweaked - Nuclear Warhead.
- Tech Tree UI tweaked.
- Split out demolition units from combat units.
- Upgrading tubes creates dust effect.
- Many strings fixed/tweaked, especially infolinks messages.
- Changed model for Reactive Armor.
- Fog at night brightened.
- Bug fix - Deleting tubes in an area redirection issues fixed.
- Bug fix - Tube end cap visual errors fixed.
- Bug fix - Pirates sometimes appearing in Sandbox mode fixed. Will also remove them from previous save files in Sandbox mode.